/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.actor.stat;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
import net.sf.l2j.gameserver.skills.Calculator;
import net.sf.l2j.gameserver.skills.Env;
import net.sf.l2j.gameserver.skills.Stats;

public class CharStat {
	// =========================================================
	// Data Field
	private L2Character _activeChar;
	private long _exp = 0;
	private int _sp = 0;
	private byte _level = 1;

	// =========================================================
	// Constructor
	public CharStat(L2Character activeChar) {
		_activeChar = activeChar;
	}

	// =========================================================
	// Method - Public
	/**
	 * Calculate the new value of the state with modifiers that will be applied
	 * on the targeted L2Character.<BR>
	 * <BR>
	 * <B><U> Concept</U> :</B><BR>
	 * <BR>
	 * A L2Character owns a table of Calculators called <B>_calculators</B>.
	 * Each Calculator (a calculator per state) own a table of Func object. A
	 * Func object is a mathematic function that permit to calculate the
	 * modifier of a state (ex : REGENERATE_HP_RATE...) : <BR>
	 * <BR>
	 * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR>
	 * <BR>
	 * When the calc method of a calculator is launched, each mathematic
	 * function is called according to its priority <B>_order</B>. Indeed, Func
	 * with lowest priority order is executed firsta and Funcs with the same
	 * order are executed in unspecified order. The result of the calculation is
	 * stored in the value property of an Env class instance.<BR>
	 * <BR>
	 * 
	 * @param stat
	 *            The stat to calculate the new value with modifiers
	 * @param init
	 *            The initial value of the stat before applying modifiers
	 * @param target
	 *            The L2Charcater whose properties will be used in the
	 *            calculation (ex : CON, INT...)
	 * @param skill
	 *            The L2Skill whose properties will be used in the calculation
	 *            (ex : Level...)
	 */
	public final double calcStat(Stats stat, double init, L2Character target,
			L2Skill skill) {
		if (_activeChar == null)
			return init;
		int id = stat.ordinal();
		Calculator c = _activeChar.getCalculators()[id];
		// If no Func object found, no modifier is applied
		if (c == null || c.size() == 0)
			return init;
		// Create and init an Env object to pass parameters to the Calculator
		Env env = new Env();
		env.player = _activeChar;
		env.target = target;
		env.skill = skill;
		env.value = init;
		// Launch the calculation
		c.calc(env);
		// avoid some troubles with negative stats (some stats should never be
		// negative)
		if (env.value <= 0
				&& (stat == Stats.MAX_HP || stat == Stats.MAX_MP
						|| stat == Stats.MAX_CP || stat == Stats.MAGIC_DEFENCE
						|| stat == Stats.POWER_DEFENCE
						|| stat == Stats.POWER_ATTACK
						|| stat == Stats.MAGIC_ATTACK
						|| stat == Stats.POWER_ATTACK_SPEED
						|| stat == Stats.MAGIC_ATTACK_SPEED
						|| stat == Stats.SHIELD_DEFENCE
						|| stat == Stats.STAT_CON || stat == Stats.STAT_DEX
						|| stat == Stats.STAT_INT || stat == Stats.STAT_MEN
						|| stat == Stats.STAT_STR || stat == Stats.STAT_WIT))
			env.value = 1;
		return env.value;
	}

	// =========================================================
	// Method - Private
	// =========================================================
	// Property - Public
	/**
	 * Return the Accuracy (base+modifier) of the L2Character in function of the
	 * Weapon Expertise Penalty.
	 */
	public int getAccuracy() {
		if (_activeChar == null)
			return 0;
		return (int) (calcStat(Stats.ACCURACY_COMBAT, 0, null, null) / _activeChar
				.getWeaponExpertisePenalty());
	}

	public L2Character getActiveChar() {
		return _activeChar;
	}

	/**
	 * Return the Attack Speed multiplier (base+modifier) of the L2Character to
	 * get proper animations.
	 */
	public final float getAttackSpeedMultiplier() {
		if (_activeChar == null)
			return 1;
		return (float) (1.1 * getPAtkSpd() / _activeChar.getTemplate().basePAtkSpd);
	}

	/** Return the CON of the L2Character (base+modifier). */
	public final int getCON() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.STAT_CON,
				_activeChar.getTemplate().baseCON, null, null);
	}

	/** Return the Critical Damage rate (base+modifier) of the L2Character. */
	public final double getCriticalDmg(L2Character target, double init) {
		return calcStat(Stats.CRITICAL_DAMAGE, init, target, null);
	}

	/** Return the Critical Hit rate (base+modifier) of the L2Character. */
	public int getCriticalHit(L2Character target, L2Skill skill) {
		if (_activeChar == null)
			return 1;
		int criticalHit = (int) calcStat(Stats.CRITICAL_RATE,
				_activeChar.getTemplate().baseCritRate, target, skill);
		// Set a cap of Critical Hit at defined value in
		// L2JTeonCustom.properties
		if (criticalHit > Config.MAX_RCRIT)
			criticalHit = Config.MAX_RCRIT;
		return criticalHit;
	}

	/** Return the DEX of the L2Character (base+modifier). */
	public final int getDEX() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.STAT_DEX,
				_activeChar.getTemplate().baseDEX, null, null);
	}

	/** Return the Attack Evasion rate (base+modifier) of the L2Character. */
	public int getEvasionRate(L2Character target) {
		if (_activeChar == null)
			return 1;
		return (int) (calcStat(Stats.EVASION_RATE, 0, target, null) / _activeChar
				.getArmourExpertisePenalty());
	}

	public long getExp() {
		return _exp;
	}

	public void setExp(long value) {
		_exp = value;
	}

	/** Return the INT of the L2Character (base+modifier). */
	public int getINT() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.STAT_INT,
				_activeChar.getTemplate().baseINT, null, null);
	}

	public byte getLevel() {
		return _level;
	}

	public void setLevel(byte value) {
		_level = value;
	}

	/** Return the Magical Attack range (base+modifier) of the L2Character. */
	public final int getMagicalAttackRange(L2Skill skill) {
		if (skill != null)
			return (int) calcStat(Stats.MAGIC_ATTACK_RANGE,
					skill.getCastRange(), null, skill);
		if (_activeChar == null)
			return 1;
		return _activeChar.getTemplate().baseAtkRange;
	}

	public int getMaxCp() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.MAX_CP,
				_activeChar.getTemplate().baseCpMax, null, null);
	}

	public int getMaxHp() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.MAX_HP,
				_activeChar.getTemplate().baseHpMax, null, null);
	}

	public int getMaxMp() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.MAX_MP,
				_activeChar.getTemplate().baseMpMax, null, null);
	}

	/**
	 * Return the MAtk (base+modifier) of the L2Character for a skill used in
	 * function of abnormal effects in progress.<BR>
	 * <BR>
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li>Calculate Magic damage</li> <BR>
	 * <BR>
	 * 
	 * @param target
	 *            The L2Character targeted by the skill
	 * @param skill
	 *            The L2Skill used against the target
	 */
	@SuppressWarnings("incomplete-switch")
	public int getMAtk(L2Character target, L2Skill skill) {
		if (_activeChar == null)
			return 1;
		float bonusAtk = 1;
		if (_activeChar.isChampion()) {
			if (_activeChar.isRedChampion())
				bonusAtk = Config.CHAMPION_ATK_RED;
			else
				bonusAtk = Config.CHAMPION_ATK_BLUE;
		}
		double attack = _activeChar.getTemplate().baseMAtk * bonusAtk;
		// Get the skill type to calculate its effect in function of base stats
		// of the L2Character target
		Stats stat = skill == null ? null : skill.getStat();
		if (stat != null)
			switch (stat) {
			case AGGRESSION:
				attack += _activeChar.getTemplate().baseAggression;
				break;
			case BLEED:
				attack += _activeChar.getTemplate().baseBleed;
				break;
			case POISON:
				attack += _activeChar.getTemplate().basePoison;
				break;
			case STUN:
				attack += _activeChar.getTemplate().baseStun;
				break;
			case ROOT:
				attack += _activeChar.getTemplate().baseRoot;
				break;
			case MOVEMENT:
				attack += _activeChar.getTemplate().baseMovement;
				break;
			case CONFUSION:
				attack += _activeChar.getTemplate().baseConfusion;
				break;
			case SLEEP:
				attack += _activeChar.getTemplate().baseSleep;
				break;
			case FIRE:
				attack += _activeChar.getTemplate().baseFire;
				break;
			case WIND:
				attack += _activeChar.getTemplate().baseWind;
				break;
			case WATER:
				attack += _activeChar.getTemplate().baseWater;
				break;
			case EARTH:
				attack += _activeChar.getTemplate().baseEarth;
				break;
			case HOLY:
				attack += _activeChar.getTemplate().baseHoly;
				break;
			case DARK:
				attack += _activeChar.getTemplate().baseDark;
				break;
			}
		// Add the power of the skill to the attack effect
		if (skill != null)
			attack += skill.getPower();
		// Calculate modifiers Magic Attack
		return (int) ((int) calcStat(Stats.MAGIC_ATTACK, attack, target, skill) * Config.M_TK);
	}

	/**
	 * Return the MAtk Speed (base+modifier) of the L2Character in function of
	 * the Armour Expertise Penalty.
	 */
	public int getMAtkSpd() {
		if (_activeChar == null)
			return 1;
		float bonusSpdAtk = 1;
		if (_activeChar.isChampion()) {
			if (_activeChar.isRedChampion())
				bonusSpdAtk = Config.CHAMPION_SPD_ATK_RED;
			else
				bonusSpdAtk = Config.CHAMPION_SPD_ATK_BLUE;
		}
		double val = calcStat(Stats.MAGIC_ATTACK_SPEED,
				_activeChar.getTemplate().baseMAtkSpd * bonusSpdAtk, null, null)
				/ Config.CP_MAG;
		val /= _activeChar.getArmourExpertisePenalty();
		if (val > Config.MAX_MATK_SPEED / Config.CP_MAG)
			val = Config.MAX_MATK_SPEED / Config.CP_MAG;
		return (int) val;
	}

	public final int getMCriticalHit(L2Character target, L2Skill skill) {
		if (_activeChar == null)
			return 1;
		double mrate = calcStat(Stats.MCRITICAL_RATE,
				_activeChar.getTemplate().baseMCritRate, target, skill);
		// Defined value in L2JTeonCustom.properties
		if (mrate > Config.MAX_MCRIT_RATE)
			mrate = Config.MAX_MCRIT_RATE;
		return (int) mrate;
	}

	public int getMDef(L2Character target, L2Skill skill) {
		if (_activeChar == null)
			return 1;
		// Get the base MAtk of the L2Character
		double defence = _activeChar.getTemplate().baseMDef;
		// Calculate modifier for Raid Bosses
		if (_activeChar.isRaid())
			defence *= Config.RAID_DEFENCE_MULTIPLIER;
		if (_activeChar.isChampion()) {
			if (_activeChar.isRedChampion())
				defence *= Config.CHAMPION_DEF_RED;
			else
				defence *= Config.CHAMPION_DEF_BLUE;
		}
		// Calculate modifiers Magic Attack
		return (int) calcStat(Stats.MAGIC_DEFENCE, defence, target, skill);
	}

	/** Return the MEN of the L2Character (base+modifier). */
	public final int getMEN() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.STAT_MEN,
				_activeChar.getTemplate().baseMEN, null, null);
	}

	public final float getMovementSpeedMultiplier() {
		if (_activeChar == null)
			return 1;
		return getRunSpeed() * 1f / _activeChar.getTemplate().baseRunSpd;
	}

	/**
	 * Return the RunSpeed (base+modifier) or WalkSpeed (base+modifier) of the
	 * L2Character in function of the movement type.
	 */
	public final float getMoveSpeed() {
		if (_activeChar == null)
			return 1;
		if (_activeChar.isRunning())
			return getRunSpeed();
		return getWalkSpeed();
	}

	/** Return the MReuse rate (base+modifier) of the L2Character. */
	public final double getMReuseRate(L2Skill skill) {
		if (_activeChar == null)
			return 1;
		return calcStat(Stats.MAGIC_REUSE_RATE,
				_activeChar.getTemplate().baseMReuseRate, null, skill);
	}

	public final double getPReuseRate(L2Skill skill) {
		if (_activeChar == null)
			return 1;
		return calcStat(Stats.P_REUSE,
				_activeChar.getTemplate().baseMReuseRate, null, skill);
	}

	/** Return the PAtk (base+modifier) of the L2Character. */
	public int getPAtk(L2Character target) {
		if (_activeChar == null)
			return 1;
		float bonusAtk = 1;
		if (_activeChar.isChampion()) {
			if (_activeChar.isRedChampion())
				bonusAtk = Config.CHAMPION_ATK_RED;
			else
				bonusAtk = Config.CHAMPION_ATK_BLUE;
		}
		return (int) calcStat(Stats.POWER_ATTACK,
				_activeChar.getTemplate().basePAtk * bonusAtk, target, null);
	}

	/** Return the PAtk Modifier against animals. */
	public final double getPAtkAnimals(L2Character target) {
		return calcStat(Stats.PATK_ANIMALS, 1, target, null);
	}

	/** Return the PAtk Modifier against dragons. */
	public final double getPAtkDragons(L2Character target) {
		return calcStat(Stats.PATK_DRAGONS, 1, target, null);
	}

	/** Return the PAtk Modifier against insects. */
	public final double getPAtkInsects(L2Character target) {
		return calcStat(Stats.PATK_INSECTS, 1, target, null);
	}

	/** Return the PAtk Modifier against monsters. */
	public final double getPAtkMonsters(L2Character target) {
		return calcStat(Stats.PATK_MONSTERS, 1, target, null);
	}

	/** Return the PAtk Modifier against plants. */
	public final double getPAtkPlants(L2Character target) {
		return calcStat(Stats.PATK_PLANTS, 1, target, null);
	}

	/** Return the PAtk Modifier against giants. */
	public final double getPAtkGiants(L2Character target) {
		return calcStat(Stats.PATK_GIANTS, 1, target, null);
	}

	/**
	 * Return the PAtk Speed (base+modifier) of the L2Character in function of
	 * the Armour Expertise Penalty.
	 */
	public int getPAtkSpd() {
		if (_activeChar == null)
			return 1;
		float bonusAtk = 1;
		if (_activeChar.isChampion()) {
			if (_activeChar.isRedChampion())
				bonusAtk = Config.CHAMPION_SPD_ATK_RED;
			else
				bonusAtk = Config.CHAMPION_SPD_ATK_BLUE;
		}
		int val = (int) (calcStat(Stats.POWER_ATTACK_SPEED,
				_activeChar.getTemplate().basePAtkSpd * bonusAtk, null, null)
				/ _activeChar.getArmourExpertisePenalty() / Config.AP_FIG);
		if (val > Config.MAX_PATK_SPEED / Config.AP_FIG)
			val = (int) (Config.MAX_PATK_SPEED / Config.AP_FIG);
		return val;
	}

	/** Return the PAtk Modifier against undead. */
	public final double getPAtkUndead(L2Character target) {
		return calcStat(Stats.PATK_UNDEAD, 1, target, null);
	}

	public final double getPDefUndead(L2Character target) {
		return calcStat(Stats.PDEF_UNDEAD, 1, target, null);
	}

	/** Return the PDef Modifier against animals. */
	public final double getPDefAnimals(L2Character target) {
		return calcStat(Stats.PDEF_ANIMALS, 1, target, null);
	}

	/** Return the PDef Modifier against dragons. */
	public final double getPDefDragons(L2Character target) {
		return calcStat(Stats.PDEF_DRAGONS, 1, target, null);
	}

	/** Return the PDef Modifier against insects. */
	public final double getPDefInsects(L2Character target) {
		return calcStat(Stats.PDEF_INSECTS, 1, target, null);
	}

	/** Return the PDef Modifier against monsters. */
	public final double getPDefMonsters(L2Character target) {
		return calcStat(Stats.PDEF_MONSTERS, 1, target, null);
	}

	/** Return the PDef Modifier against plants. */
	public final double getPDefPlants(L2Character target) {
		return calcStat(Stats.PDEF_PLANTS, 1, target, null);
	}

	/** Return the PDef Modifier against giants. */
	public final double getPDefGiants(L2Character target) {
		return calcStat(Stats.PDEF_GIANTS, 1, target, null);
	}

	/** Return the PDef (base+modifier) of the L2Character. */
	public int getPDef(L2Character target) {
		if (_activeChar == null)
			return 1;
		float bonusDef = 1;
		if (_activeChar.isChampion()) {
			if (_activeChar.isRedChampion())
				bonusDef = Config.CHAMPION_DEF_RED;
			else
				bonusDef = Config.CHAMPION_DEF_BLUE;
		}
		return (int) calcStat(
				Stats.POWER_DEFENCE,
				_activeChar.isRaid() ? _activeChar.getTemplate().basePDef
						* Config.RAID_DEFENCE_MULTIPLIER : _activeChar
						.getTemplate().basePDef * bonusDef, target, null);
	}

	/** Return the Physical Attack range (base+modifier) of the L2Character. */
	public final int getPhysicalAttackRange() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.POWER_ATTACK_RANGE,
				_activeChar.getTemplate().baseAtkRange, null, null);
	}

	/** Return the Skill/Spell reuse modifier. */
	public final double getReuseModifier(L2Character target) {
		return calcStat(Stats.ATK_REUSE, 1, target, null);
	}

	/**
	 * Return the RunSpeed (base+modifier) of the L2Character in function of the
	 * Armour Expertise Penalty.
	 */
	public int getRunSpeed() {
		if (_activeChar == null)
			return 1;
		// err we should be adding TO the persons run speed
		// not making it a constant Added running speed configuration option.
		int val = (int) calcStat(Stats.RUN_SPEED,
				_activeChar.getTemplate().baseRunSpd, null, null)
				+ Config.CUSTOM_RUN_SPEED;
		if (_activeChar.isFlying()) {
			val += Config.WYVERN_SPEED;
			return val;
		}
		if (_activeChar.isRiding()) {
			val += Config.STRIDER_SPEED;
			return val;
		}
		if (_activeChar instanceof L2PlayableInstance
				&& _activeChar.isInsideZone(L2Character.ZONE_WATER))
			val /= 2;
		if (_activeChar instanceof L2PlayableInstance
				&& _activeChar.isInsideZone(L2Character.ZONE_SWAMP))
			val /= 2;
		val /= _activeChar.getArmourExpertisePenalty();
		if (val > Config.MAX_RUN_SPEED)
			val = Config.MAX_RUN_SPEED;
		return val;
	}

	/** Return the ShieldDef rate (base+modifier) of the L2Character. */
	public final int getShldDef() {
		return (int) calcStat(Stats.SHIELD_DEFENCE, 0, null, null);
	}

	public int getSp() {
		return _sp;
	}

	public void setSp(int value) {
		_sp = value;
	}

	/** Return the STR of the L2Character (base+modifier). */
	public final int getSTR() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.STAT_STR,
				_activeChar.getTemplate().baseSTR, null, null);
	}

	/** Return the WalkSpeed (base+modifier) of the L2Character. */
	public final int getWalkSpeed() {
		if (_activeChar == null)
			return 1;
		if (_activeChar instanceof L2PcInstance)
			return getRunSpeed() * 70 / 100;
		else
			return (int) calcStat(Stats.WALK_SPEED,
					_activeChar.getTemplate().baseWalkSpd, null, null);
	}

	/** Return the WIT of the L2Character (base+modifier). */
	public final int getWIT() {
		if (_activeChar == null)
			return 1;
		return (int) calcStat(Stats.STAT_WIT,
				_activeChar.getTemplate().baseWIT, null, null);
	}

	/** Return the mpConsume. */
	public final int getMpConsume(L2Skill skill) {
		if (skill == null)
			return 1;
		int mpconsume = skill.getMpConsume();
		if (skill.isDance() && _activeChar != null
				&& _activeChar.getDanceCount() > 0)
			mpconsume += _activeChar.getDanceCount()
					* skill.getNextDanceMpCost();
		return (int) calcStat(Stats.MP_CONSUME, mpconsume, null, skill);
	}

	/** Return the mpInitialConsume. */
	public final int getMpInitialConsume(L2Skill skill) {
		if (skill == null)
			return 1;
		return (int) calcStat(Stats.MP_CONSUME, skill.getMpInitialConsume(),
				null, skill);
	}
}
